/* * Copyright (c) 2020 - 2025 the ThorVG project. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #ifndef _TVG_GL_RENDERER_H_ #define _TVG_GL_RENDERER_H_ #include "tvgArray.h" #include "tvgGlRenderTarget.h" #include "tvgGlRenderTask.h" #include "tvgGlGpuBuffer.h" #include "tvgGlRenderPass.h" class GlRenderer : public RenderMethod { public: enum RenderTypes { RT_Color = 0, RT_LinGradient, RT_RadGradient, RT_Image, RT_MaskAlpha, RT_MaskAlphaInv, RT_MaskLuma, RT_MaskLumaInv, RT_MaskAdd, RT_MaskSub, RT_MaskIntersect, RT_MaskDifference, RT_MaskLighten, RT_MaskDarken, RT_Stencil, RT_Blit, RT_MultiplyBlend, RT_ScreenBlend, RT_OverlayBlend, RT_ColorDodgeBlend, RT_ColorBurnBlend, RT_HardLightBlend, RT_SoftLightBlend, RT_DifferenceBlend, RT_ExclusionBlend, RT_GaussianVert, RT_GaussianHorz, RT_DropShadow, RT_EffectFill, RT_EffectTint, RT_EffectTritone, RT_None, }; bool preUpdate() override; RenderData prepare(const RenderShape& rshape, RenderData data, const Matrix& transform, Array& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper) override; RenderData prepare(RenderSurface* surface, RenderData data, const Matrix& transform, Array& clips, uint8_t opacity, RenderUpdateFlag flags) override; bool postUpdate() override; bool preRender() override; bool renderShape(RenderData data) override; bool renderImage(RenderData data) override; bool postRender() override; void dispose(RenderData data) override;; RenderRegion region(RenderData data) override; RenderRegion viewport() override; bool viewport(const RenderRegion& vp) override; bool blend(BlendMethod method) override; ColorSpace colorSpace() override; const RenderSurface* mainSurface() override; bool target(void* context, int32_t id, uint32_t w, uint32_t h); bool sync() override; bool clear() override; RenderCompositor* target(const RenderRegion& region, ColorSpace cs, CompositionFlag flags) override; bool beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_t opacity) override; bool endComposite(RenderCompositor* cmp) override; void prepare(RenderEffect* effect, const Matrix& transform) override; bool region(RenderEffect* effect) override; bool render(RenderCompositor* cmp, const RenderEffect* effect, bool direct) override; void dispose(RenderEffect* effect) override; static GlRenderer* gen(uint32_t threads); static bool term(); private: GlRenderer(); ~GlRenderer(); void initShaders(); void drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdateFlag flag, int32_t depth); void drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFlag flag, int32_t depth); void drawClip(Array& clips); GlRenderPass* currentPass(); bool beginComplexBlending(const RenderRegion& vp, RenderRegion bounds); void endBlendingCompose(GlRenderTask* stencilTask, const Matrix& matrix); GlProgram* getBlendProgram(); void prepareBlitTask(GlBlitTask* task); void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight); void endRenderPass(RenderCompositor* cmp); void effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform); void effectDropShadowUpdate(RenderEffectDropShadow* effect, const Matrix& transform); void effectFillUpdate(RenderEffectFill* effect, const Matrix& transform); void effectTintUpdate(RenderEffectTint* effect, const Matrix& transform); void effectTritoneUpdate(RenderEffectTritone* effect, const Matrix& transform); bool effectGaussianBlurRegion(RenderEffectGaussianBlur* effect); bool effectDropShadowRegion(RenderEffectDropShadow* effect); void flush(); void clearDisposes(); void currentContext(); void* mContext = nullptr; RenderSurface surface; GLint mTargetFboId = 0; RenderRegion mViewport; GlStageBuffer mGpuBuffer; GlRenderTarget mRootTarget; Array mPrograms; Array mComposePool; Array mBlendPool; Array mRenderPassStack; Array mComposeStack; //Disposed resources. They should be released on synced call. struct { Array textures; Key key; } mDisposed; BlendMethod mBlendMethod = BlendMethod::Normal; bool mClearBuffer = false; }; #endif /* _TVG_GL_RENDERER_H_ */